Massively Multi-Player Game Development

Wednesday, September 21, 2005

Why VCs don't invest in Games.



Having just spent the better part of the last year walking up and down Sand Hill road asking Venture Capitalists to fund an online game company before returning to EA, I found this article to be very timely. It's a somewhat ranty piece following on the heels of this week's Video Game Investor Conference held up in San Francisco. Here are some highlights:

Video games are an attractive market. But there seems to be a lot of fear about investing in them. Venture capitalists have shied away from them, in part because investments in early stage development companies carry huge risks. It’s a hit or miss business, and venture capitalists have no particular skill at picking those hits. They’re much more comfortable with investments in technologies, but that skews them in a certain direction.

If you've followed the MMP game space then you know that it is the exception to the rule. Some companies like Turbine and Perpetual started with seed round investments while others like Mythic and Funcom took later stage money.
Online games is one area where they will invest, as evidenced by deals that Turbine Entertainment and Mythic Entertainment have struck with the VCs. Turbine raised $30 million this year in a second round to fund titles such as Middle Earth Online and Dungeons and Dragons Online. To date, Turbine has raised almost $50 million. Mythic raised $20 million. Perpetual Entertainment raised $6.5 million last fall to do an online Star Trek game. Funcom, developer of Anarchy Online, just raised $6 million. With those companies there was some core technology that was crucial to success. In case their games bombed, the companies could always auction off that core technology to someone else.

Auctioning off the core tech of a 'failed' game is more of a myth. The game industry is very much a N.I.H. environment. If you've got a hot engine powering a top game like Quake you might be able to license it to another development team. If your tech is from some belly-up startup that no-one has heard of and worse yet doesn't have a hit game built on-top of it you are not going to find many takers.

Here is another interesting bit:
Capital Entertainment Group (CEG)started up in May, 2002, with four game veterans, including two of the creators of the original Xbox. But after raising some seed money, they found they couldn’t raise the $25 million plus that they needed to fund several big games, which would have allowed them to spread their risks out for investors. They were going to be producers, who took the ideas of game developers and escorted them through production in order to hand them off to publishers. They went out of business in November, 2003.

The thing that many game developers don't understand about VCs is that they need to raise the funds that they turn around and invest in your company. They need to convince their LPs (limited partners) to give them millions of dollars in the hope that the VC will shepherd that money into the hands of entrepreneurs that will in turn build a company that will return 10x on that investment. The catch here is that every company the VC invests in will not be such a success. In fact most will fail, a few will break-even and even fewer will be big wins.

Sound familiar? This is the same model that the game industry works off of - News Flash: Most of the games that we love to play actually lose money! So here's the problem - if only 3 in 10 games make a profit a VC would need to invest in 10 game companies to hedge his bets. His entire firm may only have the capacity to invest in 10 companies across all sectors. Think less about money and more about the amount of time a VC has to spend with a given startup. Who cares you say - "The VC doesn't know jack about making games - we don't need that much of his time just his money". The answer is that his LPs care. They want to sleep at night knowing that the VC is watching over their money at work.

That brings us full circle and back to the article's original question:
The question I have is simple. Why is there such a mismatch between the capital needs of the video game industry and the investment that is going into it?

The answer is that the mismatch lies in the steamlined nature of VC firms (sure there are some big ones but most run mean and lean in terms of headcount) and the hit-driven nature of video games. If you could get the $25 million that that CEG was trying to raise (and you really need to multiply that number by 10 for next gen products) and invested in 10 game startups you would need to build a much different looking investment outfit then a typical VC firm. In addition to the standard fund raising and investor relation efforts you would also need a staff of producers and technical directors to work with the startup companies and you would need a team of marketing and sales directors to shop those companies to the publishers. In short you yourself would need to become a mini-publisher at which point you will be going up against EA, Sony and Microsoft.

After looking at this from both sides and bouncing it off of some of the top folks in both the VC and VG Publishing fields I came away thinking that the solution is to work within the existing publishing structure and find ways to fund more smaller, shorter and dynamic efforts.

6 Comments:

  • As you mentioned the exception to this are MMO games, their potential for steady ongoing revenue far exceeds the potential for most stand alone PC type games.

    Of course the expense is higher but if you can keep costs and maintenance low even a modest subscriber base can make you very successful and thats where the temptation comes in.

    True VC's want 10x return, but thats a little misleading, they are looking for a 10x company valuation. Not exactly the same thing as return or revenue, more closely related to how much is this company worth.

    A company that does 50mill+ a year, for example, like WoW, may have a company valuation of a half billion dollars. That valuation seems to be what VC's are seriously after. Great if the revenue is good and even better if your super profitable, but that value number is the 10x they are looking for after its all said and done.

    If VC's give you 20million to make a MMO game, you dont need to hand them 200million in cash from your games revenues, in other words. But hopefully your company gets at least a 200million valuation.

    But VC's are definately interested in MMO's, turbine was able to get all that investment capital even though they only had 2 mediocre low subscription MMO's in the market place(ascheron 1 and 2, what 80k subs combined, if that?). And they were able to raise enough money to make more( 30 million? and more).

    And now WoW has really sparked their interest. Everyone thought Lineage was a fluke with its 4 to 5 million+ subs then WoW comes along and grows the market and snags its own 4 million. Investors are hot right now about it, years of potential revenue, high valuations, leverage even a failed MMO to raise more funds(a second chance perhaps).

    VC's are fired up, but it still isnt easy for a new startup to drag millions of dollars out of them, for that you need an IP, and a proven team in your portfolio before they even talk to you. so the burden of entry is still really tough.

    At least there is hope, a lot more MMO teams are snaging VC and publisher deals, but like most things you need to know the right people and be in the right place at the right time.

    By Anonymous Anonymous, at Tue Nov 01, 11:03:00 AM 2005  

  • I don't think most people, even entrepreneurs and developers, recognize how much MMOs ar not hit driven in terms of achieving profitability.

    If you look at data like that on mmogchart.com and elsewhere, what becomes apparent is that while there may well be a hundred or more MMOs in development, the number in serious development is much smaller. Of those MMOs that actually make it to production (beyond "lets put up a cool web page"), most (70%?) reach deployment. Very few grind to a halt during development. And of those that reach deployment, the vast majority (80%+) reach profitability. (If you remove EA's disastrous dabbling in this space, the numbers are even better.)

    What this means is that the risk in an MMO is not on the front-end as it is with box games. It's not the case that you have to pour $10M+ into a game that's going to have a six-week shelf-life in a crowded Christmas season. MMOs are as evergreen as any high-tech product gets: both the subscription revenue and the network effects of how they garner players reduce their long-term risk significantly -- especially when compared to other here-and-gone entertainment products.

    In talking with VCs, the two main points of reluctance that I've seen are a) games are hit driven (that is "we don't understand the market") and b) the market is already saturated. This last point has been steady -- and steadily wrong -- for a decade. Perhaps now some VCs and others are beginning to see past the "game" to the bottom line and the company valuation.

    All that said, Mythic's cancellation of Imperator, the tanking of MXO, and the triple whammy of Sigil and Turbine coming out with three die-hard fantasy games in a post-WoW environment could spell trouble for those trying to entice skittish investors. Even with a growing market, the chances of a well-financed and well-publicized death spiral for one of these games seems high.

    OTOH, even with all the vagaries of the investment community, I still believe that the chances of actually making an innovative, commercially successful game are far better as an independent studio than if you're trying to do this sort of thing from within the byzantine empire of BigGameCos who in many ways right down to their sales and accounting practices are not constructed to support MMO development and deployment.

    By Anonymous Anonymous, at Sat Nov 05, 10:28:00 PM 2005  

  • After my first meeting with VC in the last week. I felt the same idea. VC's see the game industry as a hit and run. You may only have one hit and then the rest might fail. To get that hit would cost a VC 2-3 years for development of praying to whatever god they believe in and then a large pocket of money. For the online games it does offer a good area for them to invest, but then they need to buy servers to help run the game. When I came back from my first meeting, VCs think they cannot invest in games mostly because of the budget and marketing needed. Even if you get a VC to fund your game there is a good chance you still have to go through a publisher to release the game and the publisher will still take there large cut making it a smaller return for the VC. The VC advise to me is if you have a great game it will be great 10 years from now and to start a business that will make you enough money to make that hit game.

    By Anonymous Anonymous, at Sat Mar 25, 07:01:00 AM 2006  

  • S do not worry about the VC not interested in games. Build it and they will come. Games will be such a part of the landscape and so vital to how our kids learn that we'll forget what it was like to watch TV or go to a movie "theater" and "just sit" there . It is what entertains us that propels innovation from early adapters to mainstream (cash spending). Games (hopefully)do have the ability to offer peace via global community, life forms, and prosperity beyond Linden bucks. Many said the Internet would never catch on, or never be a vehicle for commerce , "too risky to invest in"- (Netscape, Google $$$?)

    By Anonymous Anonymous, at Tue Jul 25, 07:40:00 AM 2006  

  • Sounds very intersting. We are a small game development Studio based in India. We are very much Interested in getting into MMO Games, If Any one has a great idea and struggling to raise finance, We might be able to help withe development on a partnership based. We have very good team as well as infrastructure.

    Would be happy to disscuss

    Prady
    prady@syna-g.com

    By Anonymous Anonymous, at Thu Sep 28, 11:40:00 PM 2006  

  • For some MMOs, in-game ads and product placements may be a viable alternative to VC investments.

    My company (Software Species) has recently started an online business-to-business club with a marketplace for these things. We'd like to invite game developers to post their `looking for investment' offers.

    And before anyone starts bashing me, I'd like to note that we are against dumb in-game billboards and, being gamers ourselves, the last thing we'd like to see are games that thoughtlessly bombard the player with ads.

    Visit http://www.v-lodge.com to learn more.

    By Blogger Mikhail Zislis, at Sat Dec 23, 09:51:00 AM 2006  

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